#include "program/prog_statevars.h"
#include "program/programopt.h"
#include "texenvprogram.h"
+#include "texobj.h"
}
#include "main/uniforms.h"
#include "../glsl/glsl_types.h"
}
}
-
-
-/**
- * Translate TEXTURE_x_BIT to TEXTURE_x_INDEX.
- */
-static GLuint translate_tex_src_bit( GLbitfield bit )
-{
- ASSERT(bit);
- return ffs(bit) - 1;
-}
-
-
#define VERT_BIT_TEX_ANY (0xff << VERT_ATTRIB_TEX0)
/**
const struct gl_sampler_object *samp;
GLenum format;
- if (!texUnit->_ReallyEnabled || !texUnit->Enabled)
+ if (!texUnit->_Current || !texUnit->Enabled)
continue;
samp = _mesa_get_samplerobj(ctx, i);
key->nr_enabled_units = i + 1;
inputs_referenced |= VARYING_BIT_TEX(i);
- key->unit[i].source_index =
- translate_tex_src_bit(texUnit->_ReallyEnabled);
+ key->unit[i].source_index = _mesa_tex_target_to_index(ctx,
+ texObj->Target);
key->unit[i].shadow =
((samp->CompareMode == GL_COMPARE_R_TO_TEXTURE) &&
* fixed function program in a GLES2 context at all, but that's a
* big mess to clean up.
*/
- p.shader_program->InternalSeparateShader = GL_TRUE;
+ p.shader_program->SeparateShader = GL_TRUE;
state->language_version = 130;
state->es_shader = false;